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Brand Iteration Lab Active Development

Help shape the
Mischief brand.

The Mischief Gaming Studios visual identity is currently in active iteration. Three concepts are under consideration — each representing a distinct creative direction. Cast your vote and help determine which resonates most with the community.

Concept A
Logo Concept A
The Command Center
Technical authority — multi-screen setup communicates a systems-engineering identity.
Concept B
Logo Concept B
The Launch Sequence
Energetic and playful — the pixel burst signals creativity and rapid game iteration.
Concept C
Logo Concept C
The Circuit M
Bold and iconic — the circuit-board M anchors the identity in precision and tech.

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Our Mission

At Mischief Gaming Studios, we build immersive, systems-driven games using Unity 6 and C#, and Unreal Engine 5 and Modern C++. Our development philosophy is grounded in modular architecture, performant game loops, and scalable logic. Every title, from rapid prototypes to full-scale simulations, is built on a foundation of clean, industry-standard code.

Our Titles
Active Development
Active Development
Phase: Systems Architecture & Prototyping

Treasure

Treasure

Architecting a 3D exploration and collection game leveraging the advanced rendering capabilities of Unity 6. Engineering high-performance visual effects using the VFX Graph and a decoupled ScriptableObject-driven architecture for inventory systems, optimized for future Netcode integration.

Unity 6 (LTS) C# VFX Graph
Beta
Phase: Data Persistence & UX Refinement

Farm Life

Farm Life

A systems-heavy simulation game featuring a grid-based farming engine and JSON-based Save/Load systems. Currently polishing the user interface and refining the ScriptableObject content pipeline for crop growth cycles.

Unity C# JSON Serialization
Feature Complete
Phase: Cross-Platform Maintenance

Evil Wizard (Web/CLI)

Evil Wizard Web

A sophisticated RPG engine featuring inheritance-based character classes and a modular combat state machine. The WebGL port is optimized for zero-latency browser deployment with a fully responsive terminal-style interface.

Python WebGL
Beta
Phase: Feel & Juice Polishing

Racer Stars

Racer Stars

A high-speed arcade racer utilizing Unity's Wheel Collider physics and custom torque curves. Features a modular race-manager system and AI waypoint navigation. Currently refining vehicle handling and implementing the New Input System for full gamepad support.

Unity C# New Input System
Beta
Phase: Polishing & Performance Optimization

Vampire Survival

Vampire Survival

A 'bullet-heaven' survival game focusing on Object Pooling and mass-entity management. Features a custom collision-handling system to support hundreds of concurrent on-screen enemies. Currently undergoing balance tuning and optimization of the Observer-pattern power-up matrix.

Unity C# Object Pooling
Beta
Phase: Interaction Polishing & Asset Integration

Store Simulator

Store Simulator

A first-person management simulation focused on inventory logistics. Features a Dynamic UI system for pricing and a Raycast-based interaction layer. Currently refining NPC navigation and expanding the scalable 'Item Class' hierarchy.

Unity C# Raycast Interaction
Beta
Phase: UI Polish & Rule-Set Balancing

Card Battler

Card Battler

A strategic card-combat game built on a modular State-Machine architecture. Features a data-driven card effect system and an AI 'Decision Tree.' Currently focusing on visual feedback for 'chain-reactions' and balancing the status-effect stacking logic.

Unity C# State-Machine Architecture
Technical Expertise & Tooling
Engine Core
Unity 6 (LTS), C#
Entity Management, Object Pooling
Graphics
VFX Graph, Shader Graph
URP, ProBuilder
Systems
ScriptableObject Architecture
Finite State Machines (FSM), AI Pathfinding
Workflow
Git / GitHub, Blender
JSON Serialization, Asset Pipeline